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pixi.js / lib / core / renderers / webgl / WebGLRenderer.js
@Matt Karl Matt Karl on 16 Nov 2016 22 KB 4.2.1
'use strict';

exports.__esModule = true;

var _SystemRenderer2 = require('../SystemRenderer');

var _SystemRenderer3 = _interopRequireDefault(_SystemRenderer2);

var _MaskManager = require('./managers/MaskManager');

var _MaskManager2 = _interopRequireDefault(_MaskManager);

var _StencilManager = require('./managers/StencilManager');

var _StencilManager2 = _interopRequireDefault(_StencilManager);

var _FilterManager = require('./managers/FilterManager');

var _FilterManager2 = _interopRequireDefault(_FilterManager);

var _RenderTarget = require('./utils/RenderTarget');

var _RenderTarget2 = _interopRequireDefault(_RenderTarget);

var _ObjectRenderer = require('./utils/ObjectRenderer');

var _ObjectRenderer2 = _interopRequireDefault(_ObjectRenderer);

var _TextureManager = require('./TextureManager');

var _TextureManager2 = _interopRequireDefault(_TextureManager);

var _BaseTexture = require('../../textures/BaseTexture');

var _BaseTexture2 = _interopRequireDefault(_BaseTexture);

var _TextureGarbageCollector = require('./TextureGarbageCollector');

var _TextureGarbageCollector2 = _interopRequireDefault(_TextureGarbageCollector);

var _WebGLState = require('./WebGLState');

var _WebGLState2 = _interopRequireDefault(_WebGLState);

var _mapWebGLDrawModesToPixi = require('./utils/mapWebGLDrawModesToPixi');

var _mapWebGLDrawModesToPixi2 = _interopRequireDefault(_mapWebGLDrawModesToPixi);

var _validateContext = require('./utils/validateContext');

var _validateContext2 = _interopRequireDefault(_validateContext);

var _utils = require('../../utils');

var _pixiGlCore = require('pixi-gl-core');

var _pixiGlCore2 = _interopRequireDefault(_pixiGlCore);

var _const = require('../../const');

function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }

function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }

function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; }

function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }

var CONTEXT_UID = 0;

/**
 * The WebGLRenderer draws the scene and all its content onto a webGL enabled canvas. This renderer
 * should be used for browsers that support webGL. This Render works by automatically managing webGLBatchs.
 * So no need for Sprite Batches or Sprite Clouds.
 * Don't forget to add the view to your DOM or you will not see anything :)
 *
 * @class
 * @memberof PIXI
 * @extends PIXI.SystemRenderer
 */

var WebGLRenderer = function (_SystemRenderer) {
    _inherits(WebGLRenderer, _SystemRenderer);

    /**
     *
     * @param {number} [width=0] - the width of the canvas view
     * @param {number} [height=0] - the height of the canvas view
     * @param {object} [options] - The optional renderer parameters
     * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional
     * @param {boolean} [options.transparent=false] - If the render view is transparent, default false
     * @param {boolean} [options.autoResize=false] - If the render view is automatically resized, default false
     * @param {boolean} [options.antialias=false] - sets antialias. If not available natively then FXAA
     *  antialiasing is used
     * @param {boolean} [options.forceFXAA=false] - forces FXAA antialiasing to be used over native.
     *  FXAA is faster, but may not always look as great
     * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer.
     *  The resolution of the renderer retina would be 2.
     * @param {boolean} [options.clearBeforeRender=true] - This sets if the CanvasRenderer will clear
     *  the canvas or not before the new render pass. If you wish to set this to false, you *must* set
     *  preserveDrawingBuffer to `true`.
     * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation,
     *  enable this if you need to call toDataUrl on the webgl context.
     * @param {boolean} [options.roundPixels=false] - If true Pixi will Math.floor() x/y values when
     *  rendering, stopping pixel interpolation.
     */
    function WebGLRenderer(width, height) {
        var options = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {};

        _classCallCheck(this, WebGLRenderer);

        /**
         * The type of this renderer as a standardised const
         *
         * @member {number}
         * @see PIXI.RENDERER_TYPE
         */
        var _this = _possibleConstructorReturn(this, _SystemRenderer.call(this, 'WebGL', width, height, options));

        _this.type = _const.RENDERER_TYPE.WEBGL;

        _this.handleContextLost = _this.handleContextLost.bind(_this);
        _this.handleContextRestored = _this.handleContextRestored.bind(_this);

        _this.view.addEventListener('webglcontextlost', _this.handleContextLost, false);
        _this.view.addEventListener('webglcontextrestored', _this.handleContextRestored, false);

        /**
         * The options passed in to create a new webgl context.
         *
         * @member {object}
         * @private
         */
        _this._contextOptions = {
            alpha: _this.transparent,
            antialias: options.antialias,
            premultipliedAlpha: _this.transparent && _this.transparent !== 'notMultiplied',
            stencil: true,
            preserveDrawingBuffer: options.preserveDrawingBuffer
        };

        _this._backgroundColorRgba[3] = _this.transparent ? 0 : 1;

        /**
         * Manages the masks using the stencil buffer.
         *
         * @member {PIXI.MaskManager}
         */
        _this.maskManager = new _MaskManager2.default(_this);

        /**
         * Manages the stencil buffer.
         *
         * @member {PIXI.StencilManager}
         */
        _this.stencilManager = new _StencilManager2.default(_this);

        /**
         * An empty renderer.
         *
         * @member {PIXI.ObjectRenderer}
         */
        _this.emptyRenderer = new _ObjectRenderer2.default(_this);

        /**
         * The currently active ObjectRenderer.
         *
         * @member {PIXI.ObjectRenderer}
         */
        _this.currentRenderer = _this.emptyRenderer;

        _this.initPlugins();

        /**
         * The current WebGL rendering context, it is created here
         *
         * @member {WebGLRenderingContext}
         */
        // initialize the context so it is ready for the managers.
        if (options.context) {
            // checks to see if a context is valid..
            (0, _validateContext2.default)(options.context);
        }

        _this.gl = options.context || _pixiGlCore2.default.createContext(_this.view, _this._contextOptions);

        _this.CONTEXT_UID = CONTEXT_UID++;

        /**
         * The currently active ObjectRenderer.
         *
         * @member {PIXI.WebGLState}
         */
        _this.state = new _WebGLState2.default(_this.gl);

        _this.renderingToScreen = true;

        /**
         * Holds the current state of textures bound to the GPU.
         * @type {Array}
         */
        _this.boundTextures = null;

        _this._initContext();
        /**
         * Manages the filters.
         *
         * @member {PIXI.FilterManager}
         */
        _this.filterManager = new _FilterManager2.default(_this);
        // map some webGL blend and drawmodes..
        _this.drawModes = (0, _mapWebGLDrawModesToPixi2.default)(_this.gl);

        /**
         * Holds the current shader
         *
         * @member {PIXI.Shader}
         */
        _this._activeShader = null;

        _this._activeVao = null;

        /**
         * Holds the current render target
         *
         * @member {PIXI.RenderTarget}
         */
        _this._activeRenderTarget = null;

        _this._nextTextureLocation = 0;

        _this.setBlendMode(0);
        return _this;
    }

    /**
     * Creates the WebGL context
     *
     * @private
     */


    WebGLRenderer.prototype._initContext = function _initContext() {
        var gl = this.gl;

        // restore a context if it was previously lost
        if (gl.isContextLost() && gl.getExtension('WEBGL_lose_context')) {
            gl.getExtension('WEBGL_lose_context').restoreContext();
        }

        var maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);

        this.boundTextures = new Array(maxTextures);
        this.emptyTextures = new Array(maxTextures);

        // create a texture manager...
        this.textureManager = new _TextureManager2.default(this);
        this.textureGC = new _TextureGarbageCollector2.default(this);

        this.state.resetToDefault();

        this.rootRenderTarget = new _RenderTarget2.default(gl, this.width, this.height, null, this.resolution, true);
        this.rootRenderTarget.clearColor = this._backgroundColorRgba;

        this.bindRenderTarget(this.rootRenderTarget);

        // now lets fill up the textures with empty ones!
        var emptyGLTexture = new _pixiGlCore2.default.GLTexture.fromData(gl, null, 1, 1);

        var tempObj = { _glTextures: {} };

        tempObj._glTextures[this.CONTEXT_UID] = {};

        for (var i = 0; i < maxTextures; i++) {
            var empty = new _BaseTexture2.default();

            empty._glTextures[this.CONTEXT_UID] = emptyGLTexture;

            this.boundTextures[i] = tempObj;
            this.emptyTextures[i] = empty;
            this.bindTexture(null, i);
        }

        this.emit('context', gl);

        // setup the width/height properties and gl viewport
        this.resize(this.width, this.height);
    };

    /**
     * Renders the object to its webGL view
     *
     * @param {PIXI.DisplayObject} displayObject - the object to be rendered
     * @param {PIXI.RenderTexture} renderTexture - The render texture to render to.
     * @param {boolean} [clear] - Should the canvas be cleared before the new render
     * @param {PIXI.Transform} [transform] - A transform to apply to the render texture before rendering.
     * @param {boolean} [skipUpdateTransform] - Should we skip the update transform pass?
     */


    WebGLRenderer.prototype.render = function render(displayObject, renderTexture, clear, transform, skipUpdateTransform) {
        // can be handy to know!
        this.renderingToScreen = !renderTexture;

        this.emit('prerender');

        // no point rendering if our context has been blown up!
        if (!this.gl || this.gl.isContextLost()) {
            return;
        }

        this._nextTextureLocation = 0;

        if (!renderTexture) {
            this._lastObjectRendered = displayObject;
        }

        if (!skipUpdateTransform) {
            // update the scene graph
            var cacheParent = displayObject.parent;

            displayObject.parent = this._tempDisplayObjectParent;
            displayObject.updateTransform();
            displayObject.parent = cacheParent;
            // displayObject.hitArea = //TODO add a temp hit area
        }

        this.bindRenderTexture(renderTexture, transform);

        this.currentRenderer.start();

        if (clear !== undefined ? clear : this.clearBeforeRender) {
            this._activeRenderTarget.clear();
        }

        displayObject.renderWebGL(this);

        // apply transform..
        this.currentRenderer.flush();

        // this.setObjectRenderer(this.emptyRenderer);

        this.textureGC.update();

        this.emit('postrender');
    };

    /**
     * Changes the current renderer to the one given in parameter
     *
     * @param {PIXI.ObjectRenderer} objectRenderer - The object renderer to use.
     */


    WebGLRenderer.prototype.setObjectRenderer = function setObjectRenderer(objectRenderer) {
        if (this.currentRenderer === objectRenderer) {
            return;
        }

        this.currentRenderer.stop();
        this.currentRenderer = objectRenderer;
        this.currentRenderer.start();
    };

    /**
     * This should be called if you wish to do some custom rendering
     * It will basically render anything that may be batched up such as sprites
     *
     */


    WebGLRenderer.prototype.flush = function flush() {
        this.setObjectRenderer(this.emptyRenderer);
    };

    /**
     * Resizes the webGL view to the specified width and height.
     *
     * @param {number} width - the new width of the webGL view
     * @param {number} height - the new height of the webGL view
     */


    WebGLRenderer.prototype.resize = function resize(width, height) {
        //  if(width * this.resolution === this.width && height * this.resolution === this.height)return;

        _SystemRenderer3.default.prototype.resize.call(this, width, height);

        this.rootRenderTarget.resize(width, height);

        if (this._activeRenderTarget === this.rootRenderTarget) {
            this.rootRenderTarget.activate();

            if (this._activeShader) {
                this._activeShader.uniforms.projectionMatrix = this.rootRenderTarget.projectionMatrix.toArray(true);
            }
        }
    };

    /**
     * Resizes the webGL view to the specified width and height.
     *
     * @param {number} blendMode - the desired blend mode
     */


    WebGLRenderer.prototype.setBlendMode = function setBlendMode(blendMode) {
        this.state.setBlendMode(blendMode);
    };

    /**
     * Erases the active render target and fills the drawing area with a colour
     *
     * @param {number} [clearColor] - The colour
     */


    WebGLRenderer.prototype.clear = function clear(clearColor) {
        this._activeRenderTarget.clear(clearColor);
    };

    /**
     * Sets the transform of the active render target to the given matrix
     *
     * @param {PIXI.Matrix} matrix - The transformation matrix
     */


    WebGLRenderer.prototype.setTransform = function setTransform(matrix) {
        this._activeRenderTarget.transform = matrix;
    };

    /**
     * Binds a render texture for rendering
     *
     * @param {PIXI.RenderTexture} renderTexture - The render texture to render
     * @param {PIXI.Transform} transform - The transform to be applied to the render texture
     * @return {PIXI.WebGLRenderer} Returns itself.
     */


    WebGLRenderer.prototype.bindRenderTexture = function bindRenderTexture(renderTexture, transform) {
        var renderTarget = void 0;

        if (renderTexture) {
            var baseTexture = renderTexture.baseTexture;

            if (!baseTexture._glRenderTargets[this.CONTEXT_UID]) {
                // bind the current texture
                this.textureManager.updateTexture(baseTexture, 0);
            }

            this.unbindTexture(baseTexture);

            renderTarget = baseTexture._glRenderTargets[this.CONTEXT_UID];
            renderTarget.setFrame(renderTexture.frame);
        } else {
            renderTarget = this.rootRenderTarget;
        }

        renderTarget.transform = transform;
        this.bindRenderTarget(renderTarget);

        return this;
    };

    /**
     * Changes the current render target to the one given in parameter
     *
     * @param {PIXI.RenderTarget} renderTarget - the new render target
     * @return {PIXI.WebGLRenderer} Returns itself.
     */


    WebGLRenderer.prototype.bindRenderTarget = function bindRenderTarget(renderTarget) {
        if (renderTarget !== this._activeRenderTarget) {
            this._activeRenderTarget = renderTarget;
            renderTarget.activate();

            if (this._activeShader) {
                this._activeShader.uniforms.projectionMatrix = renderTarget.projectionMatrix.toArray(true);
            }

            this.stencilManager.setMaskStack(renderTarget.stencilMaskStack);
        }

        return this;
    };

    /**
     * Changes the current shader to the one given in parameter
     *
     * @param {PIXI.Shader} shader - the new shader
     * @return {PIXI.WebGLRenderer} Returns itself.
     */


    WebGLRenderer.prototype.bindShader = function bindShader(shader) {
        // TODO cache
        if (this._activeShader !== shader) {
            this._activeShader = shader;
            shader.bind();

            // automatically set the projection matrix
            shader.uniforms.projectionMatrix = this._activeRenderTarget.projectionMatrix.toArray(true);
        }

        return this;
    };

    /**
     * Binds the texture. This will return the location of the bound texture.
     * It may not be the same as the one you pass in. This is due to optimisation that prevents
     * needless binding of textures. For example if the texture is already bound it will return the
     * current location of the texture instead of the one provided. To bypass this use force location
     *
     * @param {PIXI.Texture} texture - the new texture
     * @param {number} location - the suggested texture location
     * @param {boolean} forceLocation - force the location
     * @return {PIXI.WebGLRenderer} Returns itself.
     */


    WebGLRenderer.prototype.bindTexture = function bindTexture(texture, location, forceLocation) {
        texture = texture || this.emptyTextures[location];
        texture = texture.baseTexture || texture;
        texture.touched = this.textureGC.count;

        if (!forceLocation) {
            // TODO - maybe look into adding boundIds.. save us the loop?
            for (var i = 0; i < this.boundTextures.length; i++) {
                if (this.boundTextures[i] === texture) {
                    return i;
                }
            }

            if (location === undefined) {
                this._nextTextureLocation++;
                this._nextTextureLocation %= this.boundTextures.length;
                location = this.boundTextures.length - this._nextTextureLocation - 1;
            }
        } else {
            location = location || 0;
        }

        var gl = this.gl;
        var glTexture = texture._glTextures[this.CONTEXT_UID];

        if (!glTexture) {
            // this will also bind the texture..
            this.textureManager.updateTexture(texture, location);
        } else {
            // bind the current texture
            this.boundTextures[location] = texture;
            gl.activeTexture(gl.TEXTURE0 + location);
            gl.bindTexture(gl.TEXTURE_2D, glTexture.texture);
        }

        return location;
    };

    /**
    * unbinds the texture ...
    *
    * @param {PIXI.Texture} texture - the texture to unbind
    * @return {PIXI.WebGLRenderer} Returns itself.
    */


    WebGLRenderer.prototype.unbindTexture = function unbindTexture(texture) {
        var gl = this.gl;

        texture = texture.baseTexture || texture;

        for (var i = 0; i < this.boundTextures.length; i++) {
            if (this.boundTextures[i] === texture) {
                this.boundTextures[i] = this.emptyTextures[i];

                gl.activeTexture(gl.TEXTURE0 + i);
                gl.bindTexture(gl.TEXTURE_2D, this.emptyTextures[i]._glTextures[this.CONTEXT_UID].texture);
            }
        }

        return this;
    };

    /**
     * Creates a new VAO from this renderer's context and state.
     *
     * @return {VertexArrayObject} The new VAO.
     */


    WebGLRenderer.prototype.createVao = function createVao() {
        return new _pixiGlCore2.default.VertexArrayObject(this.gl, this.state.attribState);
    };

    /**
     * Changes the current Vao to the one given in parameter
     *
     * @param {PIXI.VertexArrayObject} vao - the new Vao
     * @return {PIXI.WebGLRenderer} Returns itself.
     */


    WebGLRenderer.prototype.bindVao = function bindVao(vao) {
        if (this._activeVao === vao) {
            return this;
        }

        if (vao) {
            vao.bind();
        } else if (this._activeVao) {
            // TODO this should always be true i think?
            this._activeVao.unbind();
        }

        this._activeVao = vao;

        return this;
    };

    /**
     * Resets the WebGL state so you can render things however you fancy!
     *
     * @return {PIXI.WebGLRenderer} Returns itself.
     */


    WebGLRenderer.prototype.reset = function reset() {
        this.setObjectRenderer(this.emptyRenderer);

        this._activeShader = null;
        this._activeRenderTarget = this.rootRenderTarget;

        // bind the main frame buffer (the screen);
        this.rootRenderTarget.activate();

        this.state.resetToDefault();

        return this;
    };

    /**
     * Handles a lost webgl context
     *
     * @private
     * @param {WebGLContextEvent} event - The context lost event.
     */


    WebGLRenderer.prototype.handleContextLost = function handleContextLost(event) {
        event.preventDefault();
    };

    /**
     * Handles a restored webgl context
     *
     * @private
     */


    WebGLRenderer.prototype.handleContextRestored = function handleContextRestored() {
        this._initContext();
        this.textureManager.removeAll();
    };

    /**
     * Removes everything from the renderer (event listeners, spritebatch, etc...)
     *
     * @param {boolean} [removeView=false] - Removes the Canvas element from the DOM.
     *  See: https://github.com/pixijs/pixi.js/issues/2233
     */


    WebGLRenderer.prototype.destroy = function destroy(removeView) {
        this.destroyPlugins();

        // remove listeners
        this.view.removeEventListener('webglcontextlost', this.handleContextLost);
        this.view.removeEventListener('webglcontextrestored', this.handleContextRestored);

        this.textureManager.destroy();

        // call base destroy
        _SystemRenderer.prototype.destroy.call(this, removeView);

        this.uid = 0;

        // destroy the managers
        this.maskManager.destroy();
        this.stencilManager.destroy();
        this.filterManager.destroy();

        this.maskManager = null;
        this.filterManager = null;
        this.textureManager = null;
        this.currentRenderer = null;

        this.handleContextLost = null;
        this.handleContextRestored = null;

        this._contextOptions = null;
        this.gl.useProgram(null);

        if (this.gl.getExtension('WEBGL_lose_context')) {
            this.gl.getExtension('WEBGL_lose_context').loseContext();
        }

        this.gl = null;

        // this = null;
    };

    return WebGLRenderer;
}(_SystemRenderer3.default);

exports.default = WebGLRenderer;


_utils.pluginTarget.mixin(WebGLRenderer);
//# sourceMappingURL=WebGLRenderer.js.map